Builtin Library
README.md
procgen.generators
Lists every live procedural generator in the scene: each entity carrying a
Generator component, with what it plays and how its cooking stands. It takes
no arguments. Reach for it to find what is generating, or why a generator's
output looks stale, before changing one with procgen.adjust or applying it
with procgen.apply. procgen.search is its counterpart over graph assets.
Each record is { entity, name, graph, output, params, playback, children, cooking, cookProgress, lastCook }:
graph: the name of the graph it is bound to;output: its selected output (empty for the whole graph);params: its param overrides.children: how many entities stand under it.cooking: whether a cook of it is in flight, withcookProgress({ nodesCooked, nodesTotal, currentNode }) while it is.lastCook: its newest finished cook,{ status, durationMs, error, failedNode }.playback: where its clock stands and what running it costs, asGenerator:playback()answers it (itsnodesleft out): among the fields,playing,held,frame,time,first,last,fps,loop,realTime,cookedThrough,cooked,hits,cost,onDeviceanddrawn, which says per point output whether its elements are one instanced draw or an entity each, and what made them entities.
local g = tools.use("procgen", "generators")
Part of procgen.toolbox, called as tools.use("procgen", "generators", ...) (zero procgen generators in the engine shell). Returns { count, generators }.